We’re still in a giving mood long after the holidays have come and gone. To prove it, we’re giving away six PlayStation Mobile games. Each week for the next six weeks, you’ll be able to pick up one PlayStation Mobile title for free – that’s a new free title each week.
To kick off this party we needed to find a title with a lot of punch, and we couldn’t think of anything more appropriate than Samurai Beatdown. This fast-paced, side-scrolling slash-em-up pits your samurai rhythm skills against waves and waves of evil demons.
Download the game for free from the PlayStation Mobile Store on your PS Vita or PlayStation Certified Device. It’s free now, so be sure to jump in and pick up your copy today.
Hey everyone! SFB Games is comprised of two brothers, Adam and Tom Vian from London. We’ve been making games for many years (mostly for browsers, under the name “The Super Flash Bros.”) and this is our first opportunity to make a game that can be enjoyed on a real handheld console.
When we heard about PlayStation Mobile and thought about PS Vita as a platform, there was only one game we had in mind. The colourful graphics and simple controls of Haunt the House work perfectly in this context — it’s a really natural fit. The original Haunt the House was a browser game we made for Halloween back in 2010, and since then we’ve come a long way as designers.
The basic idea of Haunt the House: you float around as a ghost, possessing any objects you see and use them to perform spooky haunting actions to any humans who are nearby! The aim of the game is to scare every single human away from the town, but this game also has an extra objective…
Hello! My name is Jack Lang, Junior Programmer at FuturLab. I’m responsible for the programming on our new game, Surge, and I’m here today to talk briefly about how the PlayStation Mobile SDK has made the process of developing our game for PS Vita really easy!
I started out as a Flash developer because I wanted to make games. This experience, along with some prior knowledge of C#, meant that I was able to use the PSM cross-platform SDK to focus on the game rather than the specifics of each platform it supports.
As you can see from the trailer above, Surge uses nice visual effects, and thanks to PSM I was able to pick and choose between high and low level programming libraries, making it possible to get visual features like the ‘awesomizer’ line style, particles and the attractive color blurring glow effects running efficiently and in a short space of time.
+ Posted by Matt Birch
Hello again, PlayStation Blog readers! Heavy Spectrum here. It’s exciting to be talking to you all again so soon! After Bullion Blitz we’ve been working hard to get the second of our debut titles to the PlayStation Mobile store, and tomorrow you’ll be able to check it out!
The game is Puzziball, and like our previous game Bullion Blitz, it came about from a desire to create something tactile and engaging. This time however, we focused on sliding your fingers and how that could translate into a game which “felt” like a physical object.
Hi PlayStation fans! My name is Sarah Thomson, and I’m one of several members of the team leading our new platform, PlayStation Mobile, working to get you fun, engaging titles on a multitude of PlayStation-Certified smartphones and tablets.
Since we launched PlayStation Mobile on October 3rd, we’ve been receiving a steady stream of positive responses from both developers and consumers. All of your feedback is crucial to the success of PlayStation Mobile, and we’ve been working diligently these last few weeks to bring more titles to the newest PlayStation platform.
Get ready to see this library expand in the coming months, because today we are happy to announce the launch of the PlayStation Mobile Developer Program, which provides an enhanced and open environment for content developers to create and release their content on PlayStation Mobile.
Panic is coming soon to PlayStation Mobile! After thousands of years on a poky little space rock, with no wiggle room and no games to play, Panic’s Alien Slime Monster has crash-landed on Earth — and it’s angry. The monster doesn’t hate humans, and it hasn’t been sent here to destroy us; It’s just in a really bad mood. If you don’t act fast, the whole city will become a giant slime bath!
Panic! plays a bit like a labyrinth game, but with a twist: you can reshape the labyrinth. The goal of the game is to save as many civilians as possible by toppling houses and diverting flowing slime away from them. Failed to rescue one? Throw a buoy for that last-minute save. Is the slime coming from all directions? Throw a bomb to level an entire block and create a huge barricade.
Many years ago I quit a pretty sweet job as creative director on Activision’s Spider-Man series in the middle of development on Spider-Man 3. Why did I do such a crazy thing? I’d love to say it was because of the screenplay, but no — a big part of the reason was that even though I had the highfalutin’ title “creative director” I didn’t feel like it was my game. Somehow, not enough of my own creative input and ideas were making it into the thing, and I thought that at a small company I could start making games I could call my own again.
And I’ve been getting my butt kicked ever since! Every mistake you can make as an indie developer… I’ve probably made it twice. We did okay with Schizoid, which made it into the PAX 10, but didn’t bring in enough money to make the next game, and although we managed to hold on for a while longer, doing some contract work here and there, we eventually had to call it quits.
Having made five shooters already, we at PomPom Games were rather conflicted. We had just agreed to spin a cheerful little number for PlayStation Mobile. We know how to make a decent shooter. I’m sure Sony were expecting us to do a shooter. And to be honest, I wanted to make a shooter. But my partner (Miles Visman) was like totally meh about it.
So, after 45 seconds of intense prototyping, Rebel was born – a game where you blow up loads of stuff without firing a single bullet. In a world where your enemies are just the right combination of stupid and armed… one can only enjoy oneself, right?
Here’s the basic idea. You are a nameless rebel prisoner. Using intricate gameplay mechanics (press “play”) you escape from your concrete prison.